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Many modders do the legwork of maintaining and improving games and software, that publishers you have paid for the product won't take the responsibility for. I appreciate the time and effort people put into modding Rimworld, as it takes an okay base and transforms it into a good game. I appreciate mods being maintained, but I understand that it's not a paid job for most people, and just a courtesy.
@dninemfive as a author of mods you need to realise you cant blame people for wanting updates, people like to say 'imagine thinking your entitled to mod updates' but as an author its your responsibility to update, you have gave us the abilty to have a certain degree of content then took it away. Obviously you cant here because its a link between 2 mods but still saying dont ask modders for updates is just as bad as us asking for updates .
A mod author has no responsibility to bugfix, maintain, host, or update a mod, unless you've entered into a legal contract for ongoing services that include updates. There may be some 'unspoken' implicit agreement that if you upload a mod, you would make some minor effort to maintain it if you are able and it's minor things, but it's not a requirement.
If you gave someone a dollar once you must give them more, because you gave them a dollar once.
So, an appropriate response would be: "I gave you a dollar once, so you may not ask for a dollar ever again."?
You can and may ask for whatever you want. That doesn't mean you're entitled to what you've asked for, but you may still ask. If you don't ask, you don't get. The mod author also may demand you don't ask, and be shitty about it if he wants, but he may say what he likes.
"Noone has asked for an update, so I won't bother updating, as people seem to not be using this mod anymore."
This mod was integrated into the 1.1 release of Fertile Fields, so I'm not sure what exactly you want from me anyway.
Seems silly to create a whole new mod just for one bill.
As for more complex assembly-based behavior, I'm not planning on implementing those into the mod right now; this is meant as a simple way to get a bit more fertilizer given the raw material from Dubs. Taezel, your suggestions are a good idea but not really worth the performance cost imo; if the BurnedDef method works, feel free to post a patch and I'll integrate it.
Having a recipe for it is probably the better idea.. still waiting.
So, all that needs to be done is intercept that line of code, and ask it to turn the rottable item into ash if it is destroyed by fire, otherwise continue as planned.
I don't know how to do that, but I'm sure you do!
Here's a snip of the code: https://imgur.com/a/nh3A1SC
/source /R.F.F. /MyClass.cs
line 87
It would be much more logical if the sludge, when burned in open air without any workbench, actually turns to ash. I beleive this is balanced because of the amount of space required, the preparation and time spent by the player, and the risk of damage if implemented incorrectly.
Please add a feature to allow burned sludge to convert to ash when burned in the open, that would be great! Thank you again
But how do I use this mod? What crafting station lets you convert the fecal sludge?
i just get "FinishFrame" errors with it installed.